New Blood Logs:
Tom Noon's Tale
NewEuropa
In Chaos
Voyages of the Nones
Meanwhile...
Destine
Mother Goose Chase
Ancient Oz
Varkard
Adventures of the Munch
Lanthil & Beyond
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We left our heroes aboard a pantope, the newly-created "Emerald
Metaphor." They have just piled in from the beach of the Sunless Sea on
or near the backside of Lanthil.
We also left Brunalf with a newly-created witchdrive egg-ship that was
maybe two hours old when he crashed it in an ill-advised test flight
inside the pantope. He would now like to see if it works at all, but
he'd prefer to take any further test flights outside the pantope.
Everyone else heartily agrees. Accordingly, the more athletic members
of the party gather round the addled egg and lift it up. Tom maneuvers
the omniport under it, so that when they lower it again, it is resting
on the beach outside. Tom then lifts the omniport and restores it to
the upright position.
Brunalf climbs into his egg and tries to start it. Nothing happens. He
tries the onboard help system. It won't boot. He gets out and looks
under the hood. (Gannar, curious about machinery created from a mixture
of chaos and wishes, looks over his shoulder.) The machinery in there
looks familiar to Brunalf, except for all the fracture lines...
Brunalf gets back in and digs the owner's manual out of the glove
compartment. Having no thumbs, he has Gannar open it for him. There
are pictures in there, and they might match the machinery. There's
print, but in an unknown language. We all take a look at it, and Robbie
tries running some code-cracking programs, but it remains unknown.
Brunalf then asks Tom to take the pantope back into Chaos' Rim, so he
can wish his egg repaired. Tom reluctantly agrees; taking a pantope
made from chaos back into chaos might be the equivalent of dropping an
ice cube into water; it might melt. But he tries it. He steers the
door by dowsing and soon they are back in a wildly twisting tunnel
through mist. But the steering is stiff and the mists are thicker.
When the tunnel ends, there is just solid gray, no little cavity in the
mist.
Still game, Tom ties a rope around his waist and hands the other end to
Robbie. He then levitates out through the door. A foot out, he is lost
to sight and falls off the telepathy net. Markel and Robbie hastily tug
him back in. Tom declares that "conditions are unfavorable" and calls
off the expedition. After all, the cat still has his original egg.
Now where?
Gannar reminds the party of the activity they spotted on the wooded
island just before Tom showed up with the new pantope. Shouldn't they
check this out? Mirien demurs, on the grounds that, in her experience,
if you go looking for trouble long enough, especially in a place like
this, you find it, and there you are, in trouble, or at least bearing
bad news. But more conventional minds feel it is really better to know
what is lurking at the back of your new realm, so we agree to take a
look.
Tom sets the omniport to window mode and goes back to the beach, thence
to the island. There are creatures flitting about, over the trees.
Light is scant, so it's hard to tell what they are, but Tom slows the
exterior time scale and comes in close. The creatures appear to be very
big hawks, possibly black or darkly colored. They are wheeling about
the tree tops, occasionally diving in. To what?
We move the window into the trees and find a small clearing or bower,
mostly roofed over with dark, prickly branches. In the middle, sitting
on a rock, is a satyr-like figure, dark and hard to distinguish. The
legs have hocks, like a digitigrade or ungulate animal. The face is
largely obscured by a big, shaggy beard. There are no horns. He is
playing a lute, and he is slate gray, though with some naturalistic
variation of shade.
Now, pantope windows are nearly undetectable, in Tom's experience --
even more so than a clairvoyant viewpoint. And this pantope is
supposed to be like the ones Tom has known. Nonetheless, the figure
looks up, into the window, at us. We see the irises of his eyes are
solid black, and the sclera are pale gray. A little nervously, Tom bows
politely. No reaction. Tom waves goodbye and closes the window.
There. At least we didn't leave on a hostile note, and Mirien agrees
this is quite enough news to take back home.
Now where? Well, the immediate purpose of the pantope is to make a
rescue raid, saving the nephilim from the dragonfolk. But where do we
put them after we've got them? Robbie suggests infiltrating them into
Terran Space. Braeta thinks that this would be noticeable. Terran
Space is very big and has lots of people, but so many folk appearing
from one point would still be traceable. Also, these people went to a
lot of trouble to get out of Terran Space. They also went to a lot of
trouble to avoid going to any of the arcane realms of the nephilim,
such as Jotunheim, where, Braeta thinks, they would not be welcome in
any case.
But is it up to us to decide where they finally go? They are, after
all, big boys and girls. We decide to settle for just a temporary
staging area. But, once again, where?
Kate recalls that, once before, she was in on the creation of a pantope
-- the Fast Times. It was built in an early age on a planet they
eventually used to settle the refugee Hierowesch, over in the CoDominion
timeline. That planet presumably has an analog in this timeline, which
should be nice and habitable and empty.
Finding it, however, will take some doing. Tom can't dowse for it,
since he's never been there and has no good token of the place. Neither
has anyone else in the party; even Kate and Dafnord have only been on
the target planet's analog on the CoDominion line. The obvious course
is to try the ship computer back on the Munch, Edvard. The Munch is
parked in the hangers of Jumping Jacks, in Pericles, on Hellene.
This will give Tom the chance to test out the coordinate-based
navigation of the pantope. The nearest set he has are for a moment in
spacetime when he was experimenting with his watch, outside the ranch,
shortly before they left through the magic mirror for Faerie.
Tom brings up the coordinates, opens the omniport window, and we see a
glimpse of disembodied hand, with a watch on its wrist, then all of Tom,
along with other members of the party, walking into the ranch house.
Bingo. We then fast-forward the window by a day, and change it to door.
There's a puff of air, local air pressure being slightly greater than in
the Metaphor. The sunlight makes one blink a bit. The gravity is a
touch higher. But it worked. We're back, a day after leaving for
Faerie, according to the local calendar.
We make adjustments. We move the door into the ranch house and park it,
first in the hall, later in a sitting room. The cat goes to the garage
and re-claims his egg ship. He leaves behind (after some help from the
bigger folk) his newer, more broken egg ship, with a hopeful note to
anyone interested in dimensional engineering who might like to try
fixing it. (What's interesting about this development is, when it came
time to actually move the egg, the gargoyle morphed a bit, into
something bipedal with hands, and tried to help. It's doing this
morphing bit more and more.) We are careful to inform Jacobson, the
groundskeeper, of these new acquisitions. Thanks to the comings and
goings of the Fast Times, though, he is familiar with new doors parked
about the house, leading to impossible places.
We discover that we are all very tired, and spend the rest of the day
hanging about, eating, and eventually going to bed.
By the next day, Tom has the second omniport of the Metaphor working.
He flies it, in window mode, up into near-Hellene space, picks out
Pericles, and brings it in, parking it in an alley near Jumping Jacks.
Dafnord, Kate, and Robbie then walk out and through the gates,
announcing their desire to board the Munch. Tom takes the opportunity
to check out his Pericles apartment; Salimar drops by at the KaiSenese
Embassy to check in.
Jumping Jacks has been keeping the Munch in one of the Black Hangers for
the last couple of days. (They put all our ships in the Black
Hangers. Even the ordinary-looking ones. Especially the
ordinary-looking ones.) Dafnord checks the ship over; nothing's
changed. (After all, it's only been two days, for the ship.) Robbie
and Kate work with Edvard to locate the staging world, but Kate and
Dafnord can't give enough skymarks. Edvard can only narrow the system
down to one of several dozen G-class stars out "thataway" in a region
that has been astronomically mapped but not yet explored in this
timeline.
It now occurs to Tom that, with all the high-tech types who worked on
the construction of the Fast Times, someone must surely have noted the
galactic coordinates of this planet. He goes rummaging in the ranch and
soon turns up a thick pile of notes by Chris, Alag, Ashleigh, and other
folk. Soon, he finds the hyperspace coordinates of the place (which
don't help, since it's the wrong age and timeline) and the galactic
coordinates. Bingo.
Edvard can immediately tell them that the system in question is three
weeks away, at maximum isochronal flight. Robbie suggests sending the
Munch off uncrewed, with a door on it, and fast-forward the door to a
point three weeks hence. Tom isn't sure he can do that, and is even
less sure he wants to deliberately set up a three-week timeslip between
home and the staging planet, even if the place is unknown and isolated,
but he agrees to try. This, in turn, makes Dafnord nervous; he's had
his own fingers burned on timelocks and such aboard the "Fast Times."
He cautiously agrees, if Tom puts the door in a secure, reinforced part
of engineering; he is later seen marking the nearby deck and bulkheads
with black and yellow "Caution" tape.
We set up the launch with Jumping Jacks, then Robbie walks from the
ranch sitting room, through the pantope, onto the Munch (trailed by an
axious Dafnord, who steps through the omniport very gingerly), and takes
it up. He then tells Edvard to head off on hyperdrive, gives a
countdown time, and walks off the Munch, still trailed by Dafnord. Tom
tries to fast-forward, and the door snaps shut.
Oh, well. Tom didn't like the idea anyway. Tom (with Dafnord breathing
down his neck, quietly but with impressive air volume) dowses for the
Munch and finds it again, despite it now being in hyperstate; all places
are equidistant from a pantope. (Dafnord relaxes.) There are worse
things than a little waiting, and we are now in the interesting and
convenient position of taking a three-week interstellar cruise in our
sitting room.
Updated: 7-Oct-06
©1984, 1994, 2005 Earl Wajenberg. All Rights Reserved.
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